fix lua element update bugs, fixes #244
also add new mode for functions run before the normal update function
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84f13cfe63
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03e07945e3
@ -699,10 +699,12 @@ int luatpt_element_func(lua_State *l)
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if(element > 0 && element < PT_NUM)
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{
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lua_el_func[element] = function;
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if(replace)
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lua_el_mode[element] = 2;
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if (replace == 2)
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lua_el_mode[element] = 3; //update before
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else if (replace)
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lua_el_mode[element] = 2; //replace
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else
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lua_el_mode[element] = 1;
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lua_el_mode[element] = 1; //update after
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return 0;
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}
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else
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@ -2381,19 +2381,21 @@ int LuaScriptInterface::elements_property(lua_State * l)
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{
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if(lua_type(l, 3) == LUA_TFUNCTION)
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{
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lua_pushvalue(l, 3);
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lua_el_func[id] = luaL_ref(l, LUA_REGISTRYINDEX);
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if (args > 3)
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{
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luaL_checktype(l, 4, LUA_TNUMBER);
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int replace = lua_tointeger(l, 4);
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if (replace == 1)
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lua_el_mode[id] = 2;
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if (replace == 2)
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lua_el_mode[id] = 3; //update before
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else if (replace == 1)
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lua_el_mode[id] = 2; //replace
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else
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lua_el_mode[id] = 1;
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lua_el_mode[id] = 1; //update after
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}
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else
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lua_el_mode[id] = 1;
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lua_pushvalue(l, 3);
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lua_el_func[id] = luaL_ref(l, LUA_REGISTRYINDEX);
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}
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else if(lua_type(l, 3) == LUA_TBOOLEAN && !lua_toboolean(l, 3))
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{
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@ -3817,6 +3817,15 @@ void Simulation::UpdateParticles(int start, int end)
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//call the particle update function, if there is one
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#if !defined(RENDERER) && defined(LUACONSOLE)
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if (lua_el_mode[parts[i].type] == 3)
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{
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if (luacon_elementReplacement(this, i, x, y, surround_space, nt, parts, pmap) || t != parts[i].type)
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continue;
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// Need to update variables, in case they've been changed by Lua
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x = (int)(parts[i].x+0.5f);
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y = (int)(parts[i].y+0.5f);
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}
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if (elements[t].Update && lua_el_mode[t] != 2)
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#else
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if (elements[t].Update)
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@ -3832,9 +3841,9 @@ void Simulation::UpdateParticles(int start, int end)
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}
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}
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#if !defined(RENDERER) && defined(LUACONSOLE)
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if(lua_el_mode[t])
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if (lua_el_mode[parts[i].type] && lua_el_mode[parts[i].type] != 3)
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{
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if(luacon_elementReplacement(this, i, x, y, surround_space, nt, parts, pmap))
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if (luacon_elementReplacement(this, i, x, y, surround_space, nt, parts, pmap) || t != parts[i].type)
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continue;
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// Need to update variables, in case they've been changed by Lua
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x = (int)(parts[i].x+0.5f);
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@ -102,6 +102,7 @@ int Element_TUNG::update(UPDATE_FUNC_ARGS)
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{
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sim->part_change_type(i,x,y,PT_BRMT);
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parts[i].ctype = PT_TUNG;
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return 1;
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}
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return 0;
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}
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